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1

Donnerstag, 4. August 2005, 17:51

Hi!!! Also ich wollte ein script das beim kämpfen die hp und mana anzeigt und ja wie kann ich einstellen das unten mein hp angezeigt wierd.
kann mir jemand den script geben oder ink wo ich es dowloaden kann pls
mfg Eddi

2

Donnerstag, 4. August 2005, 17:58

*moved nach RGSS Fragen*
Du siehst doch standartmäßig die HP da unten... Naja, falls du Balken meinst:

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#==============================================================================
# ¡ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
  #--------------------------------------------------------------------------
  # œ ƒŠƒtƒŒƒbƒVƒ…
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      actor_x = i * 160 + 4
      draw_actor_name(actor, actor_x, 0)
      draw_actor_hp(actor, actor_x, 32, 120)
      draw_actor_hp_meter(actor, actor_x, 32, 120)
      draw_actor_sp(actor, actor_x, 64, 120)
      draw_actor_sp_meter(actor, actor_x, 64, 120)
      if @level_up_flags[i]
        self.contents.font.color = normal_color
        self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!")
      else
        draw_actor_state(actor, actor_x, 96)
      end
    end
  end
end
#==============================================================================
# ¡ Window_Base
#==============================================================================
class Window_Base < Window
  #--------------------------------------------------------------------------
  def draw_actor_hp_meter(actor, x, y, width = 156, type = 0)
    if type == 1 and actor.hp == 0
      return
    end
    self.contents.font.color = system_color
    self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 255))
    self.contents.fill_rect(x, y+28, width * actor.hp / actor.maxhp,4, Color.new(255, 0, 0, 255))
  end
  #--------------------------------------------------------------------------
  def draw_actor_sp_meter(actor, x, y, width = 156, type = 0)
    if type == 1 and actor.hp == 0
      return
    end
    self.contents.font.color = system_color
    self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 255))
    self.contents.fill_rect(x, y+28, width * actor.sp / actor.maxsp,4, Color.new(0, 255, 255, 255))
  end
end
 
#==============================================================================
# Game_Battler
#==============================================================================
class Game_Battler
  attr_accessor :now_guarding             # Œ»Ý–hŒä'†ƒtƒ‰ƒO
  attr_accessor :cp                       # Œ»ÝCP
  attr_accessor :hate                     # hate value
  #--------------------------------------------------------------------------
  # initialize objects
  #--------------------------------------------------------------------------
  def initialize
    @battler_name = ""
    @battler_hue = 0
    @hp = 0
    @sp = 0
    @states = []
    @states_turn = {}
    @maxhp_plus = 0
    @maxsp_plus = 0
    @str_plus = 0
    @dex_plus = 0
    @agi_plus = 0
    @int_plus = 0
    @hidden = false
    @immortal = false
    @damage_pop = false
    @damage = nil
    @critical = false
    @animation_id = 0
    @animation_hit = false
    @white_flash = false
    @blink = false
    @current_action = Game_BattleAction.new
 
    # edeted!
    @hate = 100  # init-value is 100
    @cp = 0
    @now_guarding = false
    # end of edited
 
  end
  #--------------------------------------------------------------------------
  def attack_effect(attacker)
    # ƒNƒŠƒeƒBƒJƒ‹ƒtƒ‰ƒO‚ðƒNƒŠƒA
    self.critical = false
    # 'æˆê–½'†"»'è
    hit_result = (rand(100) < attacker.hit)
    # –½'†‚̏ꍇ
    if hit_result == true
      # Šî–{ƒ_ƒ[ƒW‚ðŒvŽZ
      atk = [attacker.atk - self.pdef / 2, 0].max
      self.damage = atk * (20 + attacker.str) / 20
      # '®«C³
      self.damage *= elements_correct(attacker.element_set)
      self.damage /= 100
      # ƒ_ƒ[ƒW‚Ì•„†‚ª³‚̏ꍇ
      if self.damage > 0
        # ƒNƒŠƒeƒBƒJƒ‹C³
        if rand(100) < 4 * attacker.dex / self.agi
          self.damage *= 2
          self.critical = true
        end
        # –hŒäC³
        if self.now_guarding
          self.damage /= 2
        end
      end
      # •ªŽU
      if self.damage.abs > 0
        amp = [self.damage.abs * 15 / 100, 1].max
        self.damage += rand(amp+1) + rand(amp+1) - amp
      end
      # 'æ"ñ–½'†"»'è
      eva = 8 * self.agi / attacker.dex + self.eva
      hit = self.damage < 0 ? 100 : 100 - eva
      hit = self.cant_evade? ? 100 : hit
      hit_result = (rand(100) < hit)
    end
    # –½'†‚̏ꍇ
    if hit_result == true
      # ƒXƒe[ƒgÕŒ‚‰ðœ
      remove_states_shock
 
      # edited!
      last_hp = self.hp
      # HP ‚©‚çƒ_ƒ[ƒW‚ðŒ¸ŽZ
      self.hp -= self.damage
 
      damage = last_hp - self.hp # damage
      if attacker.instance_of?(Game_Actor) then
        if self.instance_of?(Game_Enemy) then
          attacker.hate += damage
          self.hate -= damage
        else
          attacker.hate -= damage
        end
      else
        if self.instance_of?(Game_Enemy) then
          attacker.hate -= damage
        else
          attacker.hate += damage
          self.hate -= damage
        end
      end
      # end of edited
 
      # ƒXƒe[ƒg•ω»
      @state_changed = false
      states_plus(attacker.plus_state_set)
      states_minus(attacker.minus_state_set)
    # ƒ~ƒX‚̏ꍇ
    else
      # ƒ_ƒ[ƒW‚É "Miss" ‚ðÝ'è
      self.damage = "Miss"
      # ƒNƒŠƒeƒBƒJƒ‹ƒtƒ‰ƒO‚ðƒNƒŠƒA
      self.critical = false
    end
    # ƒƒ\ƒbƒhI—¹
    return true
  end
  #--------------------------------------------------------------------------
  def skill_effect(user, skill)
    # ƒNƒŠƒeƒBƒJƒ‹ƒtƒ‰ƒO‚ðƒNƒŠƒA
    self.critical = false
    # ƒXƒLƒ‹‚ÌŒø‰Ê"͈͂ª HP 1 ˆÈã‚Ì–¡•û‚ŁAŽ©•ª‚Ì HP ‚ª 0A
    # ‚Ü‚½‚̓XƒLƒ‹‚ÌŒø‰Ê"͈͂ª HP 0 ‚Ì–¡•û‚ŁAŽ©•ª‚Ì HP ‚ª 1 ˆÈã‚̏ꍇ
    if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or
       ((skill.scope == 5 or skill.scope == 6) and self.hp >= 1)
      # ƒƒ\ƒbƒhI—¹
      return false
    end
    # —LŒøƒtƒ‰ƒO‚ðƒNƒŠƒA
    effective = false
    # ƒRƒ‚ƒ"ƒCƒxƒ"ƒg ID ‚ª—LŒø‚̏ꍇ‚Í—LŒøƒtƒ‰ƒO‚ðƒZƒbƒg
    effective |= skill.common_event_id > 0
    # 'æˆê–½'†"»'è
    hit = skill.hit
    if skill.atk_f > 0
      hit *= user.hit / 100
    end
    hit_result = (rand(100) < hit)
    # •sŠmŽÀ‚ȃXƒLƒ‹‚̏ꍇ‚Í—LŒøƒtƒ‰ƒO‚ðƒZƒbƒg
    effective |= hit < 100
    # –½'†‚̏ꍇ
    if hit_result == true
      # ˆÐ—Í‚ðŒvŽZ
      power = skill.power + user.atk * skill.atk_f / 100
      if power > 0
        power -= self.pdef * skill.pdef_f / 200
        power -= self.mdef * skill.mdef_f / 200
        power = [power, 0].max
      end
      # "{—¦‚ðŒvŽZ
      rate = 20
      rate += (user.str * skill.str_f / 100)
      rate += (user.dex * skill.dex_f / 100)
      rate += (user.agi * skill.agi_f / 100)
      rate += (user.int * skill.int_f / 100)
      # Šî–{ƒ_ƒ[ƒW‚ðŒvŽZ
      self.damage = power * rate / 20
      # '®«C³
      self.damage *= elements_correct(skill.element_set)
      self.damage /= 100
      # ƒ_ƒ[ƒW‚Ì•„†‚ª³‚̏ꍇ
      if self.damage > 0
        # –hŒäC³
        if self.now_guarding
          self.damage /= 2
        end
      end
      # •ªŽU
      if skill.variance > 0 and self.damage.abs > 0
        amp = [self.damage.abs * skill.variance / 100, 1].max
        self.damage += rand(amp+1) + rand(amp+1) - amp
      end
      # 'æ"ñ–½'†"»'è
      eva = 8 * self.agi / user.dex + self.eva
      hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
      hit = self.cant_evade? ? 100 : hit
      hit_result = (rand(100) < hit)
      # •sŠmŽÀ‚ȃXƒLƒ‹‚̏ꍇ‚Í—LŒøƒtƒ‰ƒO‚ðƒZƒbƒg
      effective |= hit < 100
    end
    # –½'†‚̏ꍇ
    if hit_result == true
      # ˆÐ—Í 0 ˆÈŠO‚Ì•¨—UŒ‚‚̏ꍇ
      if skill.power != 0 and skill.atk_f > 0
        # ƒXƒe[ƒgÕŒ‚‰ðœ
        remove_states_shock
        # —LŒøƒtƒ‰ƒO‚ðƒZƒbƒg
        effective = true
      end
      # HP ‚©‚çƒ_ƒ[ƒW‚ðŒ¸ŽZ
      last_hp = self.hp
      self.hp -= self.damage
      effective |= self.hp != last_hp
 
      # edited!
      damage = last_hp - self.hp # damage
      if user.instance_of?(Game_Actor) then
        if self.instance_of?(Game_Enemy) then
          user.hate += damage
          self.hate -= damage
        else
          user.hate -= damage
        end
      else
        if self.instance_of?(Game_Enemy) then
          user.hate -= damage
        else
          user.hate += damage
          self.hate -= damage
        end
      end
      # end of edited
 
      # ƒXƒe[ƒg•ω»
      @state_changed = false
      effective |= states_plus(skill.plus_state_set)
      effective |= states_minus(skill.minus_state_set)
      # ˆÐ—Í‚ª 0 ‚̏ꍇ
      if skill.power == 0
        # ƒ_ƒ[ƒW‚ɋ󕶎š—ñ‚ðÝ'è
        self.damage = ""
        # ƒXƒe[ƒg‚ɕω»‚ª‚È‚¢ê‡
        unless @state_changed
          # ƒ_ƒ[ƒW‚É "Miss" ‚ðÝ'è
          self.damage = "Miss"
        end
      end
    # ƒ~ƒX‚̏ꍇ
    else
      # ƒ_ƒ[ƒW‚É "Miss" ‚ðÝ'è
      self.damage = "Miss"
    end
    # í"¬'†‚łȂ¢ê‡
    unless $game_temp.in_battle
      # ƒ_ƒ[ƒW‚É nil ‚ðÝ'è
      self.damage = nil
    end
    # ƒƒ\ƒbƒhI—¹
    return effective
  end
  #--------------------------------------------------------------------------
  def item_effect(user,item) # edited argment
    # ƒNƒŠƒeƒBƒJƒ‹ƒtƒ‰ƒO‚ðƒNƒŠƒA
    self.critical = false
    # ƒAƒCƒeƒ€‚ÌŒø‰Ê"͈͂ª HP 1 ˆÈã‚Ì–¡•û‚ŁAŽ©•ª‚Ì HP ‚ª 0A
    # ‚Ü‚½‚̓AƒCƒeƒ€‚ÌŒø‰Ê"͈͂ª HP 0 ‚Ì–¡•û‚ŁAŽ©•ª‚Ì HP ‚ª 1 ˆÈã‚̏ꍇ
    if ((item.scope == 3 or item.scope == 4) and self.hp == 0) or
       ((item.scope == 5 or item.scope == 6) and self.hp >= 1)
      # ƒƒ\ƒbƒhI—¹
      return false
    end
    # —LŒøƒtƒ‰ƒO‚ðƒNƒŠƒA
    effective = false
    # ƒRƒ‚ƒ"ƒCƒxƒ"ƒg ID ‚ª—LŒø‚̏ꍇ‚Í—LŒøƒtƒ‰ƒO‚ðƒZƒbƒg
    effective |= item.common_event_id > 0
    # –½'†"»'è
    hit_result = (rand(100) < item.hit)
    # •sŠmŽÀ‚ȃXƒLƒ‹‚̏ꍇ‚Í—LŒøƒtƒ‰ƒO‚ðƒZƒbƒg
    effective |= item.hit < 100
    # –½'†‚̏ꍇ
    if hit_result == true
      # ‰ñ•œ—Ê‚ðŒvŽZ
      recover_hp = maxhp * item.recover_hp_rate / 100 + item.recover_hp
      recover_sp = maxsp * item.recover_sp_rate / 100 + item.recover_sp
      if recover_hp < 0
        recover_hp += self.pdef * item.pdef_f / 20
        recover_hp += self.mdef * item.mdef_f / 20
        recover_hp = [recover_hp, 0].min
      end
      # '®«C³
      recover_hp *= elements_correct(item.element_set)
      recover_hp /= 100
      recover_sp *= elements_correct(item.element_set)
      recover_sp /= 100
      # •ªŽU
      if item.variance > 0 and recover_hp.abs > 0
        amp = [recover_hp.abs * item.variance / 100, 1].max
        recover_hp += rand(amp+1) + rand(amp+1) - amp
      end
      if item.variance > 0 and recover_sp.abs > 0
        amp = [recover_sp.abs * item.variance / 100, 1].max
        recover_sp += rand(amp+1) + rand(amp+1) - amp
      end
      # ‰ñ•œ—ʂ̕„†‚ª•‰‚̏ꍇ
      if recover_hp < 0
        # –hŒäC³
        if self.guarding?
          recover_hp /= 2
        end
      end
      # HP ‰ñ•œ—ʂ̕„†‚ð"½"]‚µAƒ_ƒ[ƒW‚Ì'l‚ɐÝ'è
      self.damage = -recover_hp
      # HP ‚¨‚æ‚Ñ SP ‚ð‰ñ•œ
      last_hp = self.hp
      last_sp = self.sp
      self.hp += recover_hp
      self.sp += recover_sp
 
      # edited!
      sub = self.hp - last_hp # recovery
      if user.instance_of?(Game_Actor) then
        if self.instance_of?(Game_Enemy) then
          user.hate -= sub
          self.hate += sub
        else
          user.hate += sub
        end
      else
        if self.instance_of?(Game_Enemy) then
          user.hate += sub
        else
          self.hate += sub
          user.hate -= sub
        end
      end
      # end of edited
 
      effective |= self.hp != last_hp
      effective |= self.sp != last_sp
      # ƒXƒe[ƒg•ω»
      @state_changed = false
      effective |= states_plus(item.plus_state_set)
      effective |= states_minus(item.minus_state_set)
      # ƒpƒ‰ƒ[ƒ^ã¸'l‚ª—LŒø‚̏ꍇ
      if item.parameter_type > 0 and item.parameter_points != 0
        # ƒpƒ‰ƒ[ƒ^‚Å•ªŠò
        case item.parameter_type
        when 1  # MaxHP
          @maxhp_plus += item.parameter_points
        when 2  # MaxSP
          @maxsp_plus += item.parameter_points
        when 3  # ˜r—Í
          @str_plus += item.parameter_points
        when 4  # Ší—p‚³
          @dex_plus += item.parameter_points
        when 5  # 'f'‚³
          @agi_plus += item.parameter_points
        when 6  # –‚—Í
          @int_plus += item.parameter_points
        end
        # —LŒøƒtƒ‰ƒO‚ðƒZƒbƒg
        effective = true
      end
      # HP ‰ñ•œ—¦‚Ɖñ•œ—Ê‚ª 0 ‚̏ꍇ
      if item.recover_hp_rate == 0 and item.recover_hp == 0
        # ƒ_ƒ[ƒW‚ɋ󕶎š—ñ‚ðÝ'è
        self.damage = ""
        # SP ‰ñ•œ—¦‚Ɖñ•œ—Ê‚ª 0Aƒpƒ‰ƒ[ƒ^ã¸'l‚ª–³Œø‚̏ꍇ
        if item.recover_sp_rate == 0 and item.recover_sp == 0 and
           (item.parameter_type == 0 or item.parameter_points == 0)
          # ƒXƒe[ƒg‚ɕω»‚ª‚È‚¢ê‡
          unless @state_changed
            # ƒ_ƒ[ƒW‚É "Miss" ‚ðÝ'è
            self.damage = "Miss"
          end
        end
      end
    # ƒ~ƒX‚̏ꍇ
    else
      # ƒ_ƒ[ƒW‚É "Miss" ‚ðÝ'è
      self.damage = "Miss"
    end
    # í"¬'†‚łȂ¢ê‡
    unless $game_temp.in_battle
      # ƒ_ƒ[ƒW‚É nil ‚ðÝ'è
      self.damage = nil
    end
    # ƒƒ\ƒbƒhI—¹
    return effective
  end
end
#==============================================================================
# ¡ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
  #--------------------------------------------------------------------------
  # œ ƒŠƒtƒŒƒbƒVƒ…
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      actor_x = i * 160 + 4
      draw_actor_name(actor, actor_x, 0)
      draw_actor_hp(actor, actor_x, 32, 120)
      draw_actor_hp_meter(actor, actor_x, 32, 120)
      draw_actor_sp(actor, actor_x, 64, 120)
      draw_actor_sp_meter(actor, actor_x, 64, 120)
      draw_actor_cp_meter(actor, actor_x, 96, 120, 0)
      if @level_up_flags[i]
        self.contents.font.color = normal_color
        self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!")
      else
        draw_actor_state(actor, actor_x, 96)
      end
    end
  end
  #--------------------------------------------------------------------------
  # œ CPƒ[ƒ^[ ‚Ì•`‰æ
  #--------------------------------------------------------------------------
  def draw_actor_cp_meter(actor, x, y, width = 156, type = 0)
    self.contents.font.color = system_color
    self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 255))
    if actor.cp == nil
      actor.cp = 0
    end
    self.contents.fill_rect(x, y+28, width * actor.cp / 1024,4, Color.new(255, 255, 0, 255))
  end
end
#==============================================================================
# Window_Base
#==============================================================================
class Window_Base < Window
  #--------------------------------------------------------------------------
  def draw_actor_hp_meter(actor, x, y, width = 156, type = 0)
    if type == 1 and actor.hp == 0
      return
    end
    self.contents.font.color = system_color
    self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 255))
    self.contents.fill_rect(x, y+28, width * actor.hp / actor.maxhp,4, Color.new(255, 0, 0, 255))
  end
  #--------------------------------------------------------------------------
  def draw_actor_sp_meter(actor, x, y, width = 156, type = 0)
    if type == 1 and actor.hp == 0
      return
    end
    self.contents.font.color = system_color
    self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 255))
    self.contents.fill_rect(x, y+28, width * actor.sp / actor.maxsp,4, Color.new(0, 255, 255, 255))
  end
end
#==============================================================================
# ¡ Scene_Battle
#==============================================================================
class Scene_Battle
  #--------------------------------------------------------------------------
  def start_phase1
    # ƒtƒF[ƒY 1 ‚Ɉڍs
    @phase = 1
    # ƒp[ƒeƒB'Sˆõ‚̃AƒNƒVƒ‡ƒ"‚ðƒNƒŠƒA
    $game_party.clear_actions
    # ƒoƒgƒ‹ƒCƒxƒ"ƒg‚ðƒZƒbƒgƒAƒbƒv
    setup_battle_event
    # "z—ñ @all_battlers ‚ð‰Šú‰»
    @all_battlers = []
    # ƒGƒlƒ~[‚ð"z—ñ @all_battlers ‚É'ljÁ
    for enemy in $game_troop.enemies
      @all_battlers.push(enemy)
    end
    # ƒAƒNƒ^[‚ð"z—ñ @all_battlers ‚É'ljÁ
    for actor in $game_party.actors
      @all_battlers.push(actor)
    end
    @agi_total = 0
    # 'Sˆõ‚ÌCP0‰»
    for battler in @all_battlers
      battler.cp = 0
      battler.hate = 100
      battler.now_guarding = false
      @agi_total += battler.agi
    end
    # SP‰ñ•œ‹@"\‚ªÝ'肳‚ê‚ĂȂ¯‚ê‚Îfalse‚É‚·‚é
    if $sp_recover_in_guard == nil then
      $sp_recover_in_guard = false
    end
  end
  #--------------------------------------------------------------------------
  def start_phase2
    # ƒtƒF[ƒY 2 ‚Ɉڍs
    @phase = 2
    # ƒAƒNƒ^[‚ð"ñ'I'ðó'ԂɐÝ'è
    @actor_index = -1
    @active_battler = nil
    # ƒAƒNƒ^[ƒRƒ}ƒ"ƒhƒEƒBƒ"ƒhƒE‚𖳌ø‰»
    @actor_command_window.active = false
    @actor_command_window.visible = false
    # ƒƒCƒ"ƒtƒF[ƒYƒtƒ‰ƒO‚ðƒNƒŠƒA
    $game_temp.battle_main_phase = false
    # ƒp[ƒeƒB'Sˆõ‚̃AƒNƒVƒ‡ƒ"‚ðƒNƒŠƒA
    $game_party.clear_actions
    # ƒRƒ}ƒ"ƒh"ü—Í•s‰Â"\‚ȏꍇ
    unless $game_party.inputable?
      # ƒƒCƒ"ƒtƒF[ƒYŠJŽn
      start_phase4
    end
    # ƒp[ƒeƒBƒRƒ}ƒ"ƒhƒEƒBƒ"ƒhƒE‚ð—LŒø‰»
    if @party_command_done != true
      @party_command_window.active = true
      @party_command_window.visible = true
      @party_command_done = true
    else
      # 'Sˆõ‚ÌCP‰ÁŽZ
      for battler in @all_battlers
        if battler.dead? == false
          # ‚±‚±‚Ì 1.0 ‚ð•Ï‚¦‚邱‚ƂЁ« ƒXƒs[ƒh‚ð•ύX‰Â"\B
          battler.cp = [[battler.cp + 1.0 * 1024 * battler.agi / @agi_total / 2, 0].max, 1024].min
        end
        # –hŒä'†SP‰ñ•œƒtƒ‰ƒO‚ª—§‚Á‚Ä‚¢‚Ä–hŒä'†‚È‚ç
        if $sp_recover_in_guard == true and battler.now_guarding == true then
          # SP‰ñ•œ
          battler.sp += 10 # ©‰ñ•œ—Ê‚Í"K"–‚ɕς¦‚Ä‚­‚¾‚³‚¢
        end
      end
      # ƒXƒe[ƒ^ƒXƒEƒBƒ"ƒhƒE‚ðƒŠƒtƒŒƒbƒVƒ…
      @status_window.refresh
      # ŽŸ‚Ö
      start_phase3
      return
    end
  end
  #--------------------------------------------------------------------------
  def start_phase3
    # ƒtƒF[ƒY 3 ‚Ɉڍs
    @phase = 3
    # ƒAƒNƒ^[‚ð"ñ'I'ðó'ԂɐÝ'è
    @actor_index = -1
    @active_battler = nil
    # ŽŸ‚̃AƒNƒ^[‚̃Rƒ}ƒ"ƒh"ü—Í‚Ö
    phase3_next_actor
  end
  #--------------------------------------------------------------------------
  def phase3_next_actor
    # ƒ‹[ƒv
    begin
      # ƒAƒNƒ^[‚Ì–¾–ŃGƒtƒFƒNƒg OFF
      if @active_battler != nil
        @active_battler.blink = false
      end
      # ÅŒã‚̃AƒNƒ^[‚̏ꍇ
      if @actor_index == $game_party.actors.size-1
        # ƒƒCƒ"ƒtƒF[ƒYŠJŽn
        start_phase4
        return
      end
      # ƒAƒNƒ^[‚̃Cƒ"ƒfƒbƒNƒX‚ði‚ß‚é
      @actor_index += 1
      @active_battler = $game_party.actors[@actor_index]
      @active_battler.blink = true
      # ƒAƒNƒ^[‚ªƒRƒ}ƒ"ƒh"ü—Í‚ðŽó‚¯•t‚¯‚È‚¢ó'Ô‚È‚ç‚à‚¤ˆê"x
    end until @active_battler.inputable?
    # CP‚Ì"»'è
    if @active_battler.cp < 1024
      phase3_next_actor
    else
      # ƒAƒNƒ^[ƒRƒ}ƒ"ƒhƒEƒBƒ"ƒhƒE‚ðƒZƒbƒgƒAƒbƒv
      @active_battler.now_guarding = false
      phase3_setup_command_window
    end
  end
  #--------------------------------------------------------------------------
  def phase3_prior_actor
    # ƒ‹[ƒv
    begin
      # ƒAƒNƒ^[‚Ì–¾–ŃGƒtƒFƒNƒg OFF
      if @active_battler != nil
        @active_battler.blink = false
      end
      # Å‰‚̃AƒNƒ^[‚̏ꍇ
      if @actor_index == 0
        # Å‰‚Ö–ß‚é
        start_phase3
        return
      end
      # ƒAƒNƒ^[‚̃Cƒ"ƒfƒbƒNƒX‚ð–ß‚·
      @actor_index -= 1
      @active_battler = $game_party.actors[@actor_index]
      @active_battler.blink = true
      # ƒAƒNƒ^[‚ªƒRƒ}ƒ"ƒh"ü—Í‚ðŽó‚¯•t‚¯‚È‚¢ó'Ô‚È‚ç‚à‚¤ˆê"x
    end until @active_battler.inputable?
    # CP‚Ì"»'è
    if @active_battler.cp < 1024
      phase3_prior_actor
    else
      # ƒAƒNƒ^[ƒRƒ}ƒ"ƒhƒEƒBƒ"ƒhƒE‚ðƒZƒbƒgƒAƒbƒv
      @active_battler.now_guarding = false
      phase3_setup_command_window
    end
  end
  #--------------------------------------------------------------------------
  def start_phase4
    # ƒtƒF[ƒY 4 ‚Ɉڍs
    @phase = 4
    # ƒ^[ƒ""ƒJƒEƒ"ƒg
    $game_temp.battle_turn += 1
    # ƒoƒgƒ‹ƒCƒxƒ"ƒg‚Ì'Sƒy[ƒW‚ðŒŸõ
    for index in 0...$data_troops[@troop_id].pages.size
      # ƒCƒxƒ"ƒgƒy[ƒW‚ðŽæ"¾
      page = $data_troops[@troop_id].pages[index]
      # ‚±‚̃y[ƒW‚̃Xƒpƒ"‚ª [ƒ^[ƒ"] ‚̏ꍇ
      if page.span == 1
        # ŽÀsÏ‚݃tƒ‰ƒO‚ðƒNƒŠƒA
        $game_temp.battle_event_flags[index] = false
      end
    end
    # ƒAƒNƒ^[‚ð"ñ'I'ðó'ԂɐÝ'è
    @actor_index = -1
    @active_battler = nil
    # ƒp[ƒeƒBƒRƒ}ƒ"ƒhƒEƒBƒ"ƒhƒE‚ð—LŒø‰»
    @party_command_window.active = false
    @party_command_window.visible = false
    # ƒAƒNƒ^[ƒRƒ}ƒ"ƒhƒEƒBƒ"ƒhƒE‚𖳌ø‰»
    @actor_command_window.active = false
    @actor_command_window.visible = false
    # ƒƒCƒ"ƒtƒF[ƒYƒtƒ‰ƒO‚ðƒZƒbƒg
    $game_temp.battle_main_phase = true
    # ƒGƒlƒ~[ƒAƒNƒVƒ‡ƒ"ì¬
    for enemy in $game_troop.enemies
      if enemy.cp < 1024
        enemy.current_action.clear
        next
      end
      enemy.make_action
    end
    # s"®‡˜ì¬
    make_action_orders
    # ƒXƒeƒbƒv 1 ‚Ɉڍs
    @phase4_step = 1
  end
  #--------------------------------------------------------------------------
  def update_phase4_step1
    # ƒwƒ‹ƒvƒEƒBƒ"ƒhƒE‚ð‰B‚·
    @help_window.visible = false
    # Ÿ"s"»'è
    if judge
      # Ÿ—˜‚Ü‚½‚Í"s–k‚̏ꍇ : ƒƒ\ƒbƒhI—¹
      return
    end
    # ƒAƒNƒVƒ‡ƒ"‚ð‹­§‚³‚ê‚Ä‚¢‚éƒoƒgƒ‰[‚ª'¶Ý‚µ‚È‚¢ê‡
    if $game_temp.forcing_battler == nil
      # ƒoƒgƒ‹ƒCƒxƒ"ƒg‚ðƒZƒbƒgƒAƒbƒv
      setup_battle_event
      # ƒoƒgƒ‹ƒCƒxƒ"ƒgŽÀs'†‚̏ꍇ
      if $game_system.battle_interpreter.running?
        return
      end
    end
    # ƒAƒNƒVƒ‡ƒ"‚ð‹­§‚³‚ê‚Ä‚¢‚éƒoƒgƒ‰[‚ª'¶Ý‚·‚éê‡
    if $game_temp.forcing_battler != nil
      # æ"ª‚É'ljÁ‚Ü‚½‚͈Ú"®
      @action_battlers.delete($game_temp.forcing_battler)
      @action_battlers.unshift($game_temp.forcing_battler)
    end
    # –¢s"®ƒoƒgƒ‰[‚ª'¶Ý‚µ‚È‚¢ê‡ ('Sˆõs"®‚µ‚½)
    if @action_battlers.size == 0
      # ƒp[ƒeƒBƒRƒ}ƒ"ƒhƒtƒF[ƒYŠJŽn
      start_phase2
      return
    end
    # ƒAƒjƒ[ƒVƒ‡ƒ" ID ‚¨‚æ‚уRƒ‚ƒ"ƒCƒxƒ"ƒg ID ‚ð‰Šú‰»
    @animation1_id = 0
    @animation2_id = 0
    @common_event_id = 0
    # –¢s"®ƒoƒgƒ‰["z—ñ‚̐æ"ª‚©‚çƒVƒtƒg
    @active_battler = @action_battlers.shift
    # ‚·‚łɐí"¬‚©‚çŠO‚³‚ê‚Ä‚¢‚éê‡
    if @active_battler.index == nil
      return
    end
    # ƒXƒe[ƒ^ƒXƒEƒBƒ"ƒhƒE‚ðƒŠƒtƒŒƒbƒVƒ…
    @status_window.refresh
    # ƒXƒeƒbƒv 2 ‚Ɉڍs
    @phase4_step = 2
  end
  #--------------------------------------------------------------------------
  def update_phase4_step2
    # ‹­§ƒAƒNƒVƒ‡ƒ"‚łȂ¯‚ê‚Î
    unless @active_battler.current_action.forcing
      if @active_battler.restriction == 2 or @active_battler.restriction == 3
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 0
      end
      if @active_battler.restriction == 4
        $game_temp.forcing_battler = nil
        if @active_battler.cp >= 1024
          @active_battler.remove_states_auto
          @active_battler.cp = [(@active_battler.cp - 1024),0].max
          @status_window.refresh
        end
        @phase4_step = 1
        return
      end
    end
    @target_battlers = []
    case @active_battler.current_action.kind
    when 0
      make_basic_action_result
    when 1
      make_skill_action_result
    when 2
      make_item_action_result
    end
    if @phase4_step == 2
      @phase4_step = 3
    end
  end
  #--------------------------------------------------------------------------
  def make_basic_action_result
    # UŒ‚‚̏ꍇ
    if @active_battler.current_action.basic == 0
      # ƒAƒjƒ[ƒVƒ‡ƒ" ID ‚ðÝ'è
      @animation1_id = @active_battler.animation1_id
      @animation2_id = @active_battler.animation2_id
      # s"®'¤ƒoƒgƒ‰[‚ªƒGƒlƒ~[‚̏ꍇ
      if @active_battler.is_a?(Game_Enemy)
        if @active_battler.restriction == 3
          target = $game_troop.random_target_enemy
        elsif @active_battler.restriction == 2
          target = $game_party.random_target_actor
        else
          index = @active_battler.current_action.target_index
          target = $game_party.smooth_target_actor(index)
        end
      end
      # s"®'¤ƒoƒgƒ‰[‚ªƒAƒNƒ^[‚̏ꍇ
      if @active_battler.is_a?(Game_Actor)
        if @active_battler.restriction == 3
          target = $game_party.random_target_actor
        elsif @active_battler.restriction == 2
          target = $game_troop.random_target_enemy
        else
          index = @active_battler.current_action.target_index
          target = $game_troop.smooth_target_enemy(index)
        end
      end
      # 'ΏÛ'¤ƒoƒgƒ‰[‚Ì"z—ñ‚ðÝ'è
      @target_battlers = [target]
      # 'ʏíUŒ‚‚ÌŒø‰Ê‚ð"K—p
      for target in @target_battlers
        target.attack_effect(@active_battler)
      end
      return
    end
    # –hŒä‚̏ꍇ
    if @active_battler.current_action.basic == 1
      @help_window.set_text($data_system.words.guard, 1)
      @active_battler.now_guarding = true
      return
    end
    # "¦‚°‚é‚̏ꍇ
    if @active_battler.is_a?(Game_Enemy) and
       @active_battler.current_action.basic == 2
      @help_window.set_text("¦‚°‚é", 1)
      # "¦‚°‚é
      @active_battler.escape
      return
    end
    # ‰½‚à‚µ‚È‚¢‚̏ꍇ
    if @active_battler.current_action.basic == 3
      $game_temp.forcing_battler = nil
      @phase4_step = 1
      return
    end
  end
  #--------------------------------------------------------------------------
  def make_item_action_result
    @item = $data_items[@active_battler.current_action.item_id]
    unless $game_party.item_can_use?(@item.id)
      # ƒXƒeƒbƒv 1 ‚Ɉڍs
      @phase4_step = 1
      return
    end
    # Á–Õ•i‚̏ꍇ
    if @item.consumable
      # Žg—p‚µ‚½ƒAƒCƒeƒ€‚ð 1 Œ¸‚ç‚·
      $game_party.lose_item(@item.id, 1)
    end
    # ƒwƒ‹ƒvƒEƒBƒ"ƒhƒE‚ɃAƒCƒeƒ€–¼‚ð•\ަ
    @help_window.set_text(@item.name, 1)
    # ƒAƒjƒ[ƒVƒ‡ƒ" ID ‚ðÝ'è
    @animation1_id = @item.animation1_id
    @animation2_id = @item.animation2_id
    # ƒRƒ‚ƒ"ƒCƒxƒ"ƒg ID ‚ðÝ'è
    @common_event_id = @item.common_event_id
    # 'ΏۂðŒˆ'è
    index = @active_battler.current_action.target_index
    target = $game_party.smooth_target_actor(index)
    # 'ΏÛ'¤ƒoƒgƒ‰[‚ðÝ'è
    set_target_battlers(@item.scope)
    # ƒAƒCƒeƒ€‚ÌŒø‰Ê‚ð"K—p
    for target in @target_battlers
      target.item_effect(@active_battler,@item)
    end
  end
  #--------------------------------------------------------------------------
  def update_phase4_step5
    @help_window.visible = false
    if @active_battler.hp > 0 and @active_battler.slip_damage?
      @active_battler.slip_damage_effect
      @active_battler.damage_pop = true
    end
    @active_battler.remove_states_auto
    @active_battler.cp = [(@active_battler.cp - 1024),0].max
    @status_window.refresh
    # ƒ_ƒ[ƒW•\ަ
    for target in @target_battlers
      if target.damage != nil
        target.damage_pop = true
      end
    end
    # ƒXƒeƒbƒv 6 ‚Ɉڍs
    @phase4_step = 6
  end
end
class Scene_Item
  #--------------------------------------------------------------------------
  def update_target
    # B ƒ{ƒ^ƒ"‚ª‰Ÿ‚³‚ꂽê‡
    if Input.trigger?(Input::B)
      # ƒLƒƒƒ"ƒZƒ‹ SE ‚ð‰‰'t
      $game_system.se_play($data_system.cancel_se)
      # ƒAƒCƒeƒ€Ø‚ê‚ȂǂŎg—p‚Å‚«‚È‚­‚È‚Á‚½ê‡
      unless $game_party.item_can_use?(@item.id)
        # ƒAƒCƒeƒ€ƒEƒBƒ"ƒhƒE‚Ì"à—e‚ðÄì¬
        @item_window.refresh
      end
      # ƒ^[ƒQƒbƒgƒEƒBƒ"ƒhƒE‚ðÁ‹Ž
      @item_window.active = true
      @target_window.visible = false
      @target_window.active = false
      return
    end
    # C ƒ{ƒ^ƒ"‚ª‰Ÿ‚³‚ꂽê‡
    if Input.trigger?(Input::C)
      # ƒAƒCƒeƒ€‚ðŽg‚¢Ø‚Á‚½ê‡
      if $game_party.item_number(@item.id) == 0
        # ƒuƒU[ SE ‚ð‰‰'t
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      if @target_window.index == -1
        used = false
        for i in $game_party.actors
          used |= i.item_effect(nil,@item)
        end
      end
      if @target_window.index >= 0
        target = $game_party.actors[@target_window.index]
        used = target.item_effect(nil,@item)
      end
      if used
        $game_system.se_play(@item.menu_se)
        if @item.consumable
          $game_party.lose_item(@item.id, 1)
          @item_window.draw_item(@item_window.index)
        end
        @target_window.refresh
        if $game_party.all_dead?
          $scene = Scene_Gameover.new
          return
        end
        if @item.common_event_id > 0
          $game_temp.common_event_id = @item.common_event_id
          $scene = Scene_Map.new
          return
        end
      end
      unless used
        $game_system.se_play($data_system.buzzer_se)
      end
      return
    end
  end
end
 
class Game_Party
  #--------------------------------------------------------------------------
  def random_target_actor(hp0 = false)
    roulette = []
 
    hate_max = -100 # hate'l"äŠr—p use compare hate
    for actor in @actors
      if (not hp0 and actor.exist?) or (hp0 and actor.hp0?)
 
        if hate_max > actor.hate then
          next
        end
        if hate_max < actor.hate then
          roulette = []
          hate_max = actor.hate
        end
 
        position = $data_classes[actor.class_id].position
        n = 4 - position
        n.times do
          roulette.push(actor)
        end
      end
    end
    if roulette.size == 0
      return nil
    end
    return roulette[rand(roulette.size)]
  end
end


Einfach ein neues Script über Main erstellen und dieses Script da rein kopieren.

Ach ja, bitte benutze nächstes Mal die BildSuchen- Funktion, auf die du schon mal hingewiesen wurdest, bevor du fragst. Ich habe das passende Thema innerhalb 10 Sekunden gefunden.

Ach ja, hier der Thread: http://forum.rpgxp.de/viewtopic.php?t=4313&highlight=balken

3

Donnerstag, 4. August 2005, 22:06

jo danke

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